Por cierto, mi puta vida, para un gremlin que consigo atrapar y se me muere.
A ver, me he decidido de una vez por todas aprender a jugar este maravilloso juego.
A riesgo de que me tachéis de n00b de por vida ... ¿por que la montaña en donde he construido la base hay una especie de "pared invisible" y no puedo continuar, como si se acabase el mapa?, con mucho que le de a "->" no aparece mas mapa. ¿Que hago/he echo mal?.
A todo esto, creo que la update la han puesto hoy mismo http://www.bay12games.com/dwarves/
Si eso parece v40.01, yo esperare un par de dias a ver que dice la gente y a esperar fixeos. Editado #1 con las notas un poco mal. En breves la traduccion para solohispanohablantes XD
#334 Pues he hecho esto, esto otro, lo mismo esto ni funciona, y del resto no me acuerdo...
Puto toady, es bueno.
Puess a mi me peta solo crear el mapa. Estoy en linux. GL
Por lo que he podido leer, ahora los enanos y las criaturas inteligentes pueden escalar, asi que cuidadin xD
Hype mother fuckers!!! yo si que me subo por las paredes que ganaaaaas.
Voy a poner el cronometro a ver cuanto tardan en actualizar el launcher jijijiji
http://www.bay12forums.com/smf/index.php?topic=126076.0
PeridexisErrant ya ha actualizado el pack a la nueva version.
Yo voy a esperar una semanita para q vayan testeando la version.
Una pregunta, ahora q los arboles no son un hueco si no varios, cuando tales uno se cae hacia un lado o algo?
New stuff
() World activation! There are a few things that aren't active, like megabeast invasions, but lots of world gen actions made it into the game. Birth, death (to the extent it wasn't handled before), marriages, site foundation as well as reclaims, basic succession and appointments/etc., invasions, as well as some more detail beyond world gen, like patrols, banditry and animal population handling. We still don't have army battles -- the invasions are all successful right now, unless they are locally interfered with by you.
() The game advances two weeks before each play -- the calendar there still moves slowly when there's a lot of action, as there is in larger worlds, but there are quite a few things I can do soon to speed that up. Due to the speed of the calendar, new forts in particular also get just two weeks. This'll probably cause some shenanigans with the caravan (or you'll just have to wait a year in an autumn fort for your first one) until we sort it out.
() Fortresses can be retired and unretired. Losing is still fun but if it doesn't happen when you want, you can put it off for a while. Retired forts can be conquered (much more easily than they would be if you still controlled them), so don't be surprised if you have to reclaim instead of being able to unretire sometimes. You can reclaim forts that didn't make it through world generation.
() Site maps for dwarves, elves and goblins. These are very basic, but they are there, anyway.
() Multi-tile trees and lots of new plants. Fruit and flowers. Leaves that fall in little clouds. I had to put off dwarf mode tree harvesting, but we should get to that before long.
() Megabeasts/forgotten beasts can attack, destroy and then reside within world gen sites like dwarf fortresses.
() Various movement changes. Climbing/jumping/sprinting in both modes, though invaders still require a line of site to use them. Adventure mode has a stealth rewrite, and some elements of that are present in dwarf mode (it is generally easier to spot thieves and ambushers, and I'll probably need to make them smarter about finding cover). Movement and combat are separate now. Startled people climb up the walls of their homes a little too often.
() Tracking information in adventure mode. You can pull up a little window and see tracks (capital K), and you can also have it describe the freshest track that isn't yours to more easily stay on a trail (alt K). Tracks are also part of the regular look command.
() Different levels of conflict -- your opponents in adventure mode will be listed with the current status (non-lethal, lethal, no quarter, etc.).
() Combat moves take place over a period of time now, and you can do things like catching an opponent's attack -- you have to do that by targeting a grab at the offending part now (reactions used to have a menu, but that was before combat got more smeared out). You can get information about what attacks your opponent is doing in the attack menu -- the quality of the information depends on your situational awareness skill. You can add adjective modifiers to your attacks (quick/heavy/etc.) and you can perform more than one attack at a time for a significant penalty to its force. It might make sense with two adamantine swords or something, twirling them about.
() Rumors of incidents can be spread, and the rumors need to be spread before you gain reputation (good or bad). Killing all of the witnesses to an event will effectively remove it from play if you don't let them get off the screen. People are a little psychic as it regards ongoing conflicts, so that they can make decisions non-stupidly. Your liaison can share rumors with your fort, but I still need to set up the screen for reviewing them after you've seen them the first time... not that you can do much with the information.
() You can travel through tunnels.
() You can get a guide to travel with you to a faraway place -- it still ended up being too cumbersome, so locals continue to be able to tell you the location of sites, but only within a certain distance of their home town.
() In general, conversations have been redone. They no longer have their own screen, but run along with other actions, and there are many more options.
() The mind has been rewritten quite a bit -- people now experience emotions according to different circumstances (lots of awkward monologues there), and they consider actions differently. The main outstanding issue is that I didn't get around to converting existing dwarf mode thoughts, so they sort of exist concurrently with the new emotions and that needs to be changed. I'll get to that before job priorities (which was one of the main shorter-term reasons for the rewrite). Some dwarves have life-long dreams and it is possible for them to recognize that they've accomplished the ones relating to skills and family. They cannot yet realize their dreams of taking over the world.
() The paragraph at the beginning of adventure mode was marginally more useful, but that slipped a bit at the end as things were tweaked. I think it'll still describe certain invasions and abductions, but it needs to be redone.
() Lots of new arena options -- not just the conflict state, but you can set the temperature etc. to all sorts of extremes.
() Some experiments with procedural items, though the new demon-type sites are still quite un-fun now. The knowledge on the slab at the bottom can be used, but it is probably not worth the trouble.
(*) The stuff I forgot
Bug fixes
(*) I'm sure several old bugs were "fixed" as large portions of the code was rewritten/removed, but I haven't tried to track exactly which ones. Bug fixes will commence in earnest now, and everything will be handled over at the bug tracker.
No parece haber demasiado contenido importante para el modo Fortress, quitando que habrá progresión de historia y lo de los arboles multinivel (aun que parece que no está del todo implementado su talado...)
Para mi lo mas importante de esta versión es el plugin TfwbT y todo lo que ello implica.
¿Y no ha dicho nada de la optimizacion cuando la partida dura mucho tiempo? Es que el principal problema que le veo es que al cabo de unos años bajan muchisimo los fps y es lo que jode
#348 depende. Si es recluta nuevo en seguida se cansan. Cuando ya es mas profesional ni le molesta, es mas, les gusta.
#350 Es que una squad uno de los nuevos esta todo el dia quejandose, estoy por matarlo y eso que en 5 años tengo 0 bajas en el ejercito, uno lo licencie porque perdio una pierna, pero 0 muertos y este tiene toda la pinta de ser el primero.
#352 Si ya estuvieron mas de 3 meses de baja, y lo pongo un rato y ya esta el tio muy cansado el muy jodeputa.
Y ahora otra pregunta, cuanto puede llegar a tardar un dwarf en recuperarse? Lleva un hunter mas de 1 año en el hospital y no tiene pinta de querer irse.
#354 Fue un heroe, por eso no lo dejo morir, fue el primero en encontrarse un ambush y consiguio escaparse dejando stuneado a 2 goblins y uno desangrandose, eso si brazos, piernas y costillas rotas, y despues de mas de 1 año de rehabilitacion tiene un brazo y hombro aun fracturados.
Nivel legendario en marksdwarf y en ambusher, 11 de archer y 8 de dodger, y sin pisar un cuartel, como lo meta en el ejercito el tio solo es una squad.
#355 Jajajaja, buah pues con tanta fractura y tal, me da que se queda mínimo otro año mas. Quitale hunting, que este cuando se levante capaz es de ir a por mas bolts y abrocharse el carcaj jajajaja.
#358 Ve a lo cesar millan hombre! ponle 5 o 6
Edit: Acabo de ver en pcgamer que lo tienen como noticia la actu y comentando un poco el stonesense y demás.
#358 A veces los enanos se quedan "atrapados" en una cama de hospital o en un banco de tracción. Mira que los médicos estén atendiendolo para asegurarte.
Por otra parte, no siempre es buena idea licenciar a un enano por perder una pierna (otra cosa es un fallo en la medula espinal que lo paralice de cintura para abajo. Los enanos cargan la muleta, el arma y el escudo con sus dos manitas sin problemas, y aunque de inicio ande muy lento, la practica (sobre todo si lo tienes todo el día patrullando y caminando) hará que el enano llegué a ser el más rápido de tu ejercito (verídico). Como bonus, si haces muletas de metal, no dudes que las usaran para aporrear a todo lo que se ponga por delante en combate.
Sobre tu primera pregunta, es un comportamiento bugueado. Los enanos con un mes de descanso o entrenando no deberían tener el pensamiento "cansado de patrullar". Hay un archivo por ahí que corrige ese aspecto del juego, pero no recuerdo de donde lo saqué en su día (al igual que el que los virotes no sean mortales de un solo impacto...). Por lo tanto, si no le añades eso, es posible que tengas enanos molestos y deprimidos todo el rato, hasta que sean maestros en una habilidad de combate (que los pensamientos de cansancio desaparecen).
Otra razón para cabrearse, y que muchos no tienen en cuenta, es que un enano sin habilidades civiles, cuando pasa de militar a civil obtiene un mal pensamiento (relevado de sus funciones), y al contrario pasa igual, un civil sin experiencia en combate obtendrá un mal pensamiento de ser reclutado para la milicia.